468x60 Ads


Solitaire Chess

0 comments

by Bill Schoonmaker

I'm sure many of you know how to play chess. You probably know how the pieces move and you might even know a few opening moves but how often do you really get to sit down and practice? With Solitaire Chess by ThinkFun you will have a world of practice right on your phone. Solitaire Chess is not your average chess game. Instead, think of individual chess puzzles that you must

Zenonia 3 is now available in the Android Market

0 comments

As much as the Apple AppStore still dominates on the gaming front, it's great to see that there are now PLENTY of great Android games to the point that I just don't think it matters, from a gaming perspective, which platform one gets.

Today we see the launch of Zenonia 3 from GAMEVIL as another Android freebie! And I still haven't even had time to play Zenonia 2...

Burn the Rope

0 comments

Edit: Burn the Rope is the second of a block of three puzzle games we are reviewing (the others being Nano Panda and Cut the Rope).


Burn the Rope is a puzzle game that involves setting rope on fire and who doesn't like setting stuff on fire? Ok, so now that I've revealed my inner pyromaniac that reminds me of a story. Back when I was younger my brother and I broke the long, green, plastic

Nano Panda

0 comments

Edit: The next three reviews will cover Nano Panda, Burn the Rope, and Cut the Rope (all recently release puzzle games that hit the same part of the brain). The first two are currently available in the Android Market and Cut the Rope is set for imminent release on the Android Market and can be obtained from getjar.com until then.

Nano Panda is another entry into the crowded genre of cute puzzle

Origins 2011

0 comments

Just a quick post that I'm still alive. The good news is that I've had time to play lots of new Android games. The bad news... I still have to find the time to write them up.

I've actually been at the Origins 2011 Game Fair from Wed-Sun of this past week and while that has little to do with Android gaming it left me with time to do half the work on several upcoming reviews.

Dev-corner: How to request art for your FOSS game project (and how not to)

0 comments

During my tenure thus far as the head of OpenGameArt.org, I've run into a lot of different requests for art by various projects. I'd like to start out by saying this: Please, if you need art for your FOSS project, don't hesitate to come ask us! That's why we're here. :)

That being said, there are ways to ask for art, and ways not to. Unlike some places, we'll never yell at you for not asking correctly, but there are still some things you can do (and avoid doing) to make your request more likely to be filled. I'd like to go over these today.

Be specific about what you want.

By far the biggest challenge in making art for FOSS games is that projects will have artists come and go, and because of that it's difficult to maintain consistency between pieces of art. It's possible to have a bunch of art elements that are all individually excellent but have a game that looks horrible because the art elements don't go together well.

The first thing you need to know is what general theme you're looking for. Describe it and provide examples and references. That will give your artists a general idea of what to go for.

If at all possible, you'll also want to provide a color palette for the artists to use. Your palette doesn't need to be enforced with an iron fist, but it does need to be enough to give artists direction so that whatever thematic elements they make will fit into your game. If you're making a game with a dreamy pastel theme, dark, gritty colors aren't going to fit (and vice-versa).

Provide design guidelines. This is particularly important for your user interface icons. Tell us how thick you want the outlines to be. Tell us if you want things to be angular (and, if so, what angles), or rounded. Should we use gradients? Pixel art? Vector art? Digital painting? If possible, write up a short document describing how to produce the general look of what you're going for.

Now, that's a lot to think about, and it applies a lot more to large requests than small ones. If you're only asking for a couple of things, you can get away with a few general bullet points describing what you want. If you've got a large, ambitious project, your design guidelines really ought to be part of your design document.

People have expressed hesitation in the past about making these decisions because they'd rather leave them up to the artists. That's a valid concern, and we'd love to help. If you don't have a set of design guidelines, come talk to use on IRC (#opengameart on freenode) and we'll walk you through the process. We may even draw some up for you by request, as long as you're willing to take part in the process. :)

Make it easy.

Art is like code. It takes a lot of time and effort. If you're asking someone who doesn't have a vested interest in your project to spend their spare time making you something, you have to meet them half way. Make a list of the specific pieces of art that you want, and make sure that it's up to date. Many projects keep wiki pages that show their art assets. If you have such a wiki page, it's absolutely imperative that it be updated with the art that you already have, so artists know which things they ought to be working on.

Don't expect artists to poke through your code repository to figure out what you need versus what you already have. A lot of artists aren't familiar with version control systems (nor should they need to be). In general, it's not a good idea to ask an outside artist to do legwork that you're capable of doing yourself. Even if you find an artist who's willing to do that work for you, the hours they spend organizing your project's existing art will be hours not spent utilizing their artistic talents, which is a waste.

Be nice.

Hopefully I'm preaching to the choir here, but be understanding of the fact that a lot of artists don't code. Many of them don't use Linux. This doesn't mean they're dumb or that they lack talent -- they like to work in an environment where they're the most productive. Artists (and other people) will tend to gravitate to projects where people are polite and accepting

Mind you, it's perfectly reasonable to ask that your art assets be created with FOSS tools, but be aware that it's a trade-off -- on one hand, it's a badge of pride for your project to have a 100% FOSS workflow, but on the other hand you shrink the pool of available artists. If you're going this route, explain yourself politely, and many people will be willing to work with you on it.

Be realistic.

If you're coming in with a very ambitious project (like an MMO) and requesting very specific resources, be prepared to produce several hours of real gameplay. This isn't a hard and fast rule -- we make exceptions from time to time, based on circumstances. If the art you're requesting is something that would be generally useful to a lot of projects, we'll be more likely to help you out, because we know the time won't be wasted even if you don't end up using it yourselves. With one exception, we've turned down art requests for MMO projects that don't yet have solid gameplay. This isn't out of spite -- we just have limited resources, and need to put those toward projects that are more likely to succeed.

If your project is one or two people with a concept for a great MMO, you're not ready for art assistance yet. Expand your team and build a game. If we have the necessary resources, we'll try and help you once you have something that runs with real gameplay (quests, etc).

On the opposite end of the spectrum, some projects are essentially finished (playable, with placeholder art), and come in with relatively small requests. These are the types of requests that we'll address first and with highest priority, because we know that the art will be used almost immediately. If you have a mostly finished project with programmer art (or art lifted from unlicensed sources), we'd love to help you! Come talk to us. :)

Trade.

If you have a talented artist (or musician, sound effects person, etc), and you need some art that's outside of that person's comfort zone, find out if they'd be willing to help out another project in exchange for one of their artists helping your project. There's a lot of art talent out there in the FOSS community, but there's not quite enough to go around for every project. Trading art between projects is a great way to get your requests filled. If your game project has talents (art, coding, audio, writing, etc) that you'd be willing to trade for other art, note that in your request, and someone on another project might see it and be willing to help you out.

Buy.

I think the anti-commercial sentiment in the FOSS community is starting to subside a bit, but it's still out there. Artists have to eat and pay rent too, and if you'd like good art for your project, sometimes the best thing to do is just spend money on it (particularly if OpenGameArt can't help you for whatever reason). There's nothing wrong with spending money on a Free project -- remember, it's free as in speech, not as in beer. If you believe in your project and have been willing to sink a lot of hours into it, you might want to consider sinking some funds into it too, if you have cash available. I've commissioned a lot of art myself and I have a good idea where to look and how much people generally pay for good art, so I'd be happy to talk to you if you have questions concerning doing your own art commissions.

Other caveats

If you're requesting art from OpenGameArt.org, be understanding of the fact that some resources are harder to provide than others. Pixel and vector art, and untextured, low-poly 3d models are relatively easy. Sound effects, music, and concept art are somewhat harder. High poly 3d work, particularly with textures, takes the most time. Given our limited resources, we'll be more likely to spend our time where we can be the most effective. You can always feel free to request anything, but be understanding of the fact that some requests are easier than others.

In conclusion...

Art isn't easy, and as a community we're still figuring out how to integrate artists into the FOSS movement. I'm kind of rare in that I'm a good coder and a decent artist -- not great, but enough to have some understanding of the issues that artists and coders run into when trying to communicate. If you don't know how to make a request, come talk to us, or make a post in the OpenGameArt.org art requests forum. If we need more information, we'll ask for it. :)

Thanks for reading!

Bart K.

(BartK on irc.freenode.org -- again, you can find me in #opengameart).

Midnight Outlaw: 6 Hours To Sun Up (ENG/RIP)

0 comments



Developer: Babylon Software - Valu Soft
Publisher: Pointsoft Interactive
Genre: Arcade - Simulaiton

On the game: The game Midnight Outlaw: Six Hours To Sun Up You have to plunge into a world where speed controls nitrogen cooled off and the asphalt under the wheels. Your whole life - it's adrenaline, speed and race from dusk till dawn. To win the race and get the respect you need to learn to hear and feel my machine - every sound, every even the smallest movement will help you win ... or lose. Experience a well-deserved pride in the hard work you have collected the super-car for parts and properly fitted for a deserved victory!

Features RIP'a :

* It is based on the original version of the game
* Do not cut / no recoded
* Run the game with a shortcut on your desktop (Install.exe)
* No installation required

System requirements :

* OS: Microsoft Windows 98 / 2000 / ME / XP
* Processor: Intel Pentium III 1.0 GHz or equivalent AMD Athlon
* Memory: 256 MB
* VGA: 3D-graphics adapter with 64 MB memory, compatible with DirectX ® 9
* Sound: Sound card compatible with DirectX
* Free hard drive space: 2 GB
* Additional software: DirectX 9
* Controls: Keyboard

Size : 2.14 GB

Download

http://www.fileserve.com/file/FMEKyzY/MOutlaw_SHTSUp.part1.rar
http://www.fileserve.com/file/r6unYHA/MOutlaw_SHTSUp.part2.rar
http://www.fileserve.com/file/WCnaY3g/MOutlaw_SHTSUp.part3.rar
http://www.fileserve.com/file/8NWrqXR/MOutlaw_SHTSUp.part4.rar
http://www.fileserve.com/file/zp5xFJT/MOutlaw_SHTSUp.part5.rar

OR

http://www.filesonic.com/file/1239687764/MOutlaw_SHTSUp.part1.rar
http://www.filesonic.com/file/1239687864/MOutlaw_SHTSUp.part2.rar
http://www.filesonic.com/file/1239687894/MOutlaw_SHTSUp.part3.rar
http://www.filesonic.com/file/1239687874/MOutlaw_SHTSUp.part4.rar
http://www.filesonic.com/file/1239698594/MOutlaw_SHTSUp.part5.rar

OR

http://www.uploadstation.com/file/bkZDf4g/MOutlaw_SHTSUp.part1.rar
http://www.uploadstation.com/file/746xbWs/MOutlaw_SHTSUp.part2.rar
http://www.uploadstation.com/file/jdYv3A7/MOutlaw_SHTSUp.part3.rar
http://www.uploadstation.com/file/ZacApWv/MOutlaw_SHTSUp.part4.rar
http://www.uploadstation.com/file/dPZwqBg/MOutlaw_SHTSUp.part5.rar

Trucks & Trailers (ENG/FINAL)

0 comments



Publisher: Excalibur Publishing Limited
Developer: Excalibur Publishing Limited
Genre: Simulation

Trucks & Trailers puts your driving skills to the ultimate test with over 50 individual truck driving challenges. Choose from 7 available trucks, work with a wide variety of cargo.

Compete against the clock to complete intricately designed courses and tasks that put you firmly into the driver's seat. Can you avoid obstacles whilst reversing a trailer? Do you have the lateral thinking required to sort a series of trailers in the yard into their correct positions?

System Requirements* GD Hardware Rating :

* Operating system: XP, Vista, 7
* Processor: 2.2 GHz
* RAM: 1024 MB / 2048 MB
* Free hard drive space: 846 MB for installation, 442 MB after
* Nvidia Graphics Card - 8600 GT
ATI Graphics Card - Radeon X800 GT
Video Card: GeForce 7800 or Radeon 1800 (256MB)

Important :

Before installing disable Anti-Virus and Firewall

Size : 406 MB

Download

http://www.filesonic.com/file/1242805464

OR

http://www.fileserve.com/file/9gJVKGm

OR

http://www.uploadstation.com/file/vSCRmTH

The Timebuilders: Caveman's Prophecy (ENG/FINAL)

0 comments



Developer: bigfishgames
Genre: Strategy

Explore a forgotten time when dinosaurs ruled the earth in The TimeBuilder: Caveman’s Prophecy, a fun Time Management game! Guide your tribe out of their cave and into the world. Discover new lands filled with dinosaurs, carnivorous plants, and mischievous saber-toothed kittens. Use all your skills to manage your people, build houses, and gather resources while creating awesome inventions to help your people!

Features :

* Challenging puzzles
* Fantastic story
* Guide your tribe out of its cave!

System Requirements :

* OS: Windows XP/Vista
* CPU: 1.4 GHz
* RAM: 1024 MB
* DirectX: 9.0
* Hard Drive: 1397 MB

Size : 271 MB

Download

http://www.filesonic.com/file/1235814734

OR

http://www.fileserve.com/file/B4V8bJa

OR

http://www.uploadstation.com/file/hhSNjJE

Hide and Secret: The Lost World

0 comments



Developer: bigfishgames
Genre: Hidden object

Travel deep into the mysterious jungle of the Lost World! The nefarious treasure thief Jacques has kidnapped another damsel, and it’s up to you to stop his evil plans before she is sacrificed at the spooky full moon ritual. Journey through haunted ruins and diabolical traps on your quest to find the secret Golden Treasure, and unravel the mystery of this epic adventure before it’s too late in this exciting Hidden Object Puzzle Adventure game!

Features :

* Fantastic gameplay
* Incredible story
* Save a damsel in distress!

System Requirements :

* OS: Windows XP/Vista
* CPU: 1.4 GHz
* RAM: 512 MB
* DirectX: 9.0
* Hard Drive: 165 MB

Size : 138 MB

Download

http://www.filesonic.com/file/1240369061/Phenom_Hide.and.Secret.4-The.Lost.World.rar

OR

http://www.fileserve.com/file/S5EMUZj/Phenom_Hide.and.Secret.4-The.Lost.World.rar

Jenga

0 comments

In the board game community one of the game classifications is "dexterity game". Jenga clearly falls under this class of game. And recently Jenga earned a special place in my heart when it became the first game that requires some thought that I could actually play an intelligent and competitive game of against my 4 year old. So how do we translate a game that requires the infinite precision of

Some thoughts on commercial FOSS game development

0 comments

It's been a while since I last stirred up controversy on the freegamer blog, so I thought today I'd talk about -- gasp -- developing FOSS games commercially.

There's a common misconception out there (although I'm guessing a majority of the readers of this blog are aware of it) that software can't be both libre and commercial (I use libre here instead of free to make it clear that I'm referring to free as in speech and not as in beer). This is a problem that the FOSS community has struggled with since the very beginning. Writing FOSS full time is difficult because, let's face it, your internet connection costs money (not to mention other minor things like food and rent). As such, a lot of FOSS development, particularly game development, is done as a hobby.

The Open Source development model is somewhat difficult for a small developer (such as an indie game studio) to make money at. The current practice is to make the game code open and keep the game content (graphics, sound, levels, etc) non-libre in some way. This is a known business model that's being used right now, so I'm not going to discuss it in great detail in this particular blog post.

Instead, I'll be asking this: How close can we get to a 100% libre game and still make money while we're developing it?

The big problem here is that people tend to be more willing to spend money if they get something immediate in return. Take, for instance, the first Humble Bundle, which made over a million dollars. A fairly significant portion of that money was from people who wanted to see the code for the games contained into the bundle open sourced. On the other hand, open source projects that accept donations tend to get a slow trickle of cash (if any at all) -- certainly not enough to fund a single full-time developer, let alone several. Yet, if you consider it, the folks who work on FOSS projects have already put the time and effort into building their games. Aren't they equally deserving of payment?

Now, I'm not trying to guilt anyone into running out and donating to FOSS game projects (although I'm sure a lot of them would appreciate the help). The point I'm trying to make here is about human nature -- if you want sustained, significant income, people need to receive something in return when they give you money. Unfortunately, open source software is somewhat resistant to this kind of business model. While you're not technically obligated to give your source code to anyone who wants it, you are obligated to give it to anyone you give an executable to. Then, that person is free to distribute the source code that you gave them. Hence, one person could buy your code from you and then give it away to everyone else. And as a FOSS enthusiast myself, that's how I prefer things to be.

So, to summarize thus far, in order to pay the rent, you have to make money. In order to make money, you have to sell something. In order to viably sell something in any reasonable volume, the thing you're selling can't be libre. So where does that leave us?

I've been pondering some ideas for a while ago, and I wanted to throw them out there and get an honest discussion of their advantages and disadvantages.

My first thought is that a commercial FOSS game developer could release both their game and their game media (graphics and sound) into the libre ecosystem, but keep their glue code (game scripts, levels, plot, etc) non-libre. This method allows people to build whatever mods they want, and use your code and media to create their own games, while still putting you in a position to sell the substance of your game. The disadvantage here is that there's still a fairly significant portion of code and data that's not really free -- so you miss out on the benefits of having a completely libre game. For one thing, if you do this, you can't get your game into a number of major Linux distributions. The other issue is that people will be less likely to submit patches for your glue code if that code isn't really FOSS. So, while you've established a revenue stream, you lose out on certain benefits because your game isn't 100% libre in all respects.

Another possibility is the idea of a source ransom. Let's say I write a game (including the game data, glue code, and media) and release it all under the GPL. At this point the game is fully playable, but there are definitely some places where new features could be added. If I wanted to follow a ransom model, I could code up version 1.1 and not release it immediately. Instead, I would release screenshots and preview videos of it, then ask people to pay some arbitrary sum of money for the version I just created. Since the code is 100% mine, I'm not bound by the GPL, so I can send them the binary (or even the source code) under a more restrictive license, preventing them from distributing it. When the number of donations reaches a set amount, the new version is released under the GPL. Rinse, repeat. Any user who has already paid for the software receives the new version early, and the source is released when you recoup your development costs.

Doing the above, we've solved the issue of getting into the major linux distros (although the latest version wouldn't be eligible), but we've essentially closed ourselves off from outside contributions, since we have to own the copyright on all of the code in order to keep it closed, even for a limited time. Outside contributors could still contribute, provided they signed the copyright over to the main developer, or contributed the code with a BSD-style license that doesn't have a share-alike requirement.

As a variant of the above, you could accept GPLed patches from people and simply not release the code to anyone until the funding goal has been reached. The downside to this, though, is that you still can't really get outside help developing the latest version.

Understandably, there's always a lot of suspicion when dealing with commercial interests. As such, I imagine the reaction to this sort of development model wouldn't be uniformly positive. However, I'd like to point out an up side that people may not have considered: FOSS game development, as I said, is a hobby for most people. If you're lucky, you can spend maybe 5-20 hours per week doing it, often with long periods of downtime when real life happens. As such, FOSS game development is often slow, and the developers themselves tend to come and go, sometimes taking promising projects with them. On the other hand, if you can turn it into a viable business model, you can suddenly reliably spend 40-60 hours per week working on your project, which opens up a world of possibilities. With enough cash flow, you can even hire additional full time artists and developers, and build games that are much larger in magnitude than normally possible under the traditional FOSS devlopment model. And while this may require that you keep the most recent version closed source, the overall benefit to the community may be much higher, since your game will most likely progress far faster than it otherwise would, meaning that more code and media would be released into the libre ecosystem sooner.

Anyway, that's it for today. I'd be curious to hear what people think. If this ruffles your feathers, please be very specific as to why. If you have more ideas, I'd love to hear them. If you see problems making the above ideas work, tell me about them.

Peace,

Bart K.

Assorted bunch of news

0 comments

Yes... slow days here on FreeGamer... so we will try to give you a bunch of smaller news and projects to check out:

First another Minecraft clone (this time for the PSP, but with GPL code): Lamecaft (which is a title I approve... generally ;) ). Then we have a open-source reimplementation of the famous jump&run Cave-Story: NXEngine. Maybe it is something nice to make your own platformer with too?

A bit more high profile I guess is this game I recently cam across: Turtle Arena, which you might have guessed is another game based on the ioQuake3 engine. Its goals are pretty ambitious (it wants to be "not annoying"...but with those hideous turtles that might be next to impossible :p ). Artwork is CC-by-SA too, but obviously a bit IP tainted.



Another offspring of the ioQuake3 project are the ioWolf (RTCW and ET) engine upgrades, which seemed rather dead all the time. However some people actually forked them and are working on their own versions, of which especially the COOP single-player enhancement of RTCW seems news worthy (the others are here and here). Staying with Wolf:ET, the previously mentioned ET:Xreal now has a nice presentation page too.

That's all for today... but stay with us even if news come only slowly :)

TMNT: Mutant Melee

0 comments



Genre: Fighting
Publisher: Konami
Developer: Konami HWI

The perfect game for Teenage Mutant Ninja Turtle fans, TMNT Mutant Melee is the ultimate TMNT party experience. The game offers hours of bashing, crashing and trashing fun with more than 20 playable characters, a competitive Adventure mode and a huge variety of mini games and unlockables. Gamers can play as their favorite Turtle, Casey Jones, April O'Neil, Master Splinter and even the villainous Shredder in one of two different modes: Adventure Story or Melee Match. Players can take on either mode in single player or play with up to three other friends for a four-player free-for-all. Unpredictable obstacles lurk around every corner to challenge players. Fight your way through the opposition and collect tokens to unlock a shell full of additional content.

Features :

* More than 20 playable characters from the TMNT universe – more than any TMNT game to date
* Players can face challenges in the Adventure Mode or compete with up to 4 players in the Melee Match
* Numerous mini games for up to four players included King of the Hill, Last Man Standing, Knock Out and more
* Unpredictable obstacles around every corner to challenge players
* Collect tokens to unlock a shell full of additional content

Size : 70 MB
Size after setup : 276 MB

Download

http://i2links.me/60150

Secrets of the Dark: Temple of Night Collector's Edition ( Final )

0 comments



Genre: Hidden Object
Developer: bigfishgames

Your friend is a journalist who is staying in a seemingly quiet desert town. After getting involved with a story involving the dark forces, he is kidnapped by three dark priests! Now they are getting ready to sacrifice him to provide the Demon of Darkness with limitless power, and it’s up to you to stop them! Save your friend in Secrets of the Dark: Temple of Night, a challenging Hidden Object Puzzle Adventure game!

The Collector’s Edition includes :

* Bonus gameplay
* Integrated Strategy Guide
* Wonderful Wallpapers

System Requirements :

* OS: Windows XP/Vista
* CPU: 1.0 GHz
* RAM: 1024 MB
* DirectX: 8.0
* Hard Drive: 556 MB

Important : Use KEY.txt in the game folder

Size : 540 MB

Download

http://www.filesonic.com/file/1244675584/Phenom_Secrets.of.the.Dark-Temple.of.Night-CE.part1.rar
http://www.filesonic.com/file/1241949691/Phenom_Secrets.of.the.Dark-Temple.of.Night-CE.part2.rar
http://www.filesonic.com/file/1241767651/Phenom_Secrets.of.the.Dark-Temple.of.Night-CE.part3.rar

OR

http://www.fileserve.com/file/RpNVfWS/Phenom_Secrets.of.the.Dark-Temple.of.Night-CE.part1.rar
http://www.fileserve.com/file/XU7vChR/Phenom_Secrets.of.the.Dark-Temple.of.Night-CE.part2.rar
http://www.fileserve.com/file/T6xrKtw/Phenom_Secrets.of.the.Dark-Temple.of.Night-CE.part3.rar

Terrorist Takedown: War in Colombia (ENG /ISO)

0 comments



Developer: CITY interactive
Genre: First-Person Shooter

The only beneficial crop in non-industrial, mountainous region of Colombia is coca - therefore 70% per cent of its society is either directly or indirectly involved in production, distribution, purification or smuggling of cocaine, which makes cartel from Medelin and other mobsters be widely supported by the Colombian society. Criminals are flooding the U.S. with drugs thus earning loads of money from that business. Being fed up with that state of affairs, American government decides to get rid of drug bosses from Colombia. The war in Colombia breaks out... You are a soldier of U.S. Army Special Task Force. You have been dropped behind the enemy lines with one and only goal - to eliminate the boss of Colombian cartel.

Minimum System Requirement :

* System: Windows 98/Me/2000/XP
* CPU: 1.6 GHz RAM: 512MB
* Card: ATI Radeon 8500
* Hard Disk: 3 GB
* DirectX 9.0
* Mouse & Keyboard

Installation Notes :

* unrar all parts
* mount the image with daemon tools
* play the game

Size : 440 MB

Download

http://www.filesonic.com/file/1149515804/Terrorist.Takedown..War.in.Columbia.part1.rar
http://www.filesonic.com/file/1149527834/Terrorist.Takedown..War.in.Columbia.part2.rar

OR

http://www.fileserve.com/file/Pc56BNn/Terrorist.Takedown..War.in.Columbia.part1.rar
http://www.fileserve.com/file/cMtJVvE/Terrorist.Takedown..War.in.Columbia.part2.rar

OR

http://www.wupload.com/file/11526901/Terrorist.Takedown..War.in.Columbia.part1.rar
http://www.wupload.com/file/11526874/Terrorist.Takedown..War.in.Columbia.part2.rar

Press Release: CrossMaster

0 comments

:: ZARAGOZA, SPAIN - MAY 26 2011 ::

Noemar Games Studio, an upcoming amateur game development team based in Spain, is glad to present their 1st game released for the Android platform called CrossMaster.

CrossMaster is a puzzle game with a simple concept. Challenges are composed by a grid of blocks, which player have to clean up by crossing them. What looks a simple task, become more complicated

Reiner Knizia's Labyrinth

0 comments

Renier Knizia is a prolific game designer. He designed what I currently consider to be my favorite game of all time. He's also a big time egomaniac as demonstrated by his insistence on renaming all of his works from "Game X" to "Reiner Knizia's Game X". His earlier games showed off Knizia's brilliance, but his latest games are often rehashes of shoebox formulas in game design so I'm always

Press Release: Tiny Bee

0 comments

Edit: I tried posting this before my vacation a couple weeks ago and BlogSpot was down. Better late than never...

“Tiny Bee” now available on Android Marketplace and AndroidPit for Android phones!

This afternoon, just in time for the weekend, the full version of “Tiny Bee” will be available on the Android Marketplace. After putting up with great reviews and comments on the demo, the much

Release Changelog Bullets: Los, SaR2, HoA, NatR

0 comments

Lips of Suna - 0.4.0

  • Lots of sound effects.
  • Master server and server browser.
  • Climbing over obstacles.
  • Merchants and trading.
  • Attacks can be charged by holding the attack button.
  • Projectiles and sword swings have speed lines.
  • Controls can be customized in-game.
  • Basic blood effects and beheading.
  • More flexible map generation algorithm.
  • Improved aer female, android female and kraken models.
  • New items: crossbow, musket, revolver, barrel, bookcase, dewspring leaf, fruit.
  • New spells: berserk, dig, firewall, light, travel.
  • New quests: Brigands, Mining Guild, Sword on the Stone.



Search and Rescue II - 2.3.0

  • Copyrighted Guadarrama scenery textures replaced with public domain ones in order to avoid licensing problems
  • Small bugixes
  • OpenSuse packages have been updated as well



Hero of Allacrost - June 2011 Unstable Release

  • Two brand new maps with many scripted events that develop the beginning plot of the main story
  • Enter/exit sequences in battle to smooth the transition from map exploration to battle execution
  • Better display of battle damage and status indicator text and images
  • Receiving damage causes a brief stun on the stamina bar, allowing you to delay opponents actions slightly
  • New skills available to use, some of which can target an entire party
  • Attack points have specific stat modifiers (for defense and evasion)
  • Targeting certain attack points may invoke status effects. For example, targeting legs to reduce agility
  • Enemy's are no longer "leveled up" to match the party's strength
  • If the player loses a battle, they have the option to restart the battle from the beginning, taking a penalty on XP/drunes earned upon victory
  • Two new enemies to fight, one of which is a boss-type



Nikki and the Robots - 0.3 + 0.3.1

  • Prettier on-screen display elements
  • Editor bug fixed
  • Slowdown bug fixed on many systems

Minetest-c55

0 comments

Minetest-c55

Minetest-c55: it's kind of like m*nec*aft, but:

  • C++ & Irrlicht
  • technically simple, stable and portable
  • lightweight enough for a laptop with Intel 945GM graphics
  • GPL

Ardorcraft AI

0 comments

Got Pot?
TeamTeapotCraft

Ardorcraft is now an API for Ardor3D.

Fortunately, they follow the philosophy of having biiig screenshots on the project's main page.

Unfortunately, as a non-Java-savy person I don't know how to quickly test it.

Fortunately, a video of its impressive AI/NPCs is available:

Conflict: Desert Storm II: Back to Baghdad (ENG/RIP)

0 comments



Genre: Third-Person Action
Publisher: SCi Entertainment Group
Developer: Pivotal Games

Part 2 in the series, Back to Baghdad is a squad-based shooter that picks up right where the first Desert Storm left off. John Bradley, Paul Foley, Mick Connors, and David Jones are back once again to team up and once again take on Saddam's henchmen. Whether it's protecting friendly choppers from enemy fire, the burning oil fields, Iraq's chemical weapons program, or secret superguns, there was apparently enough unfinished business left to serve as the basis for a second game. For the sequel, the developers improved on the team-mate AI and game UI, but the biggest attraction is once again the co-operative multiplayer mode.

Features :

Improved graphics, tougher enemy ai, more weapons and trigger levels; over 30 gull-war era weapons to maximizes your tactical options; command lour elite squad members through can hugelevels of special ops action.

Features RIP'a :

* The basis is taken from the license - SCi Entertainment Group -
* Audio &
Video quality 100%

* Cut all languages other than English (voice interface and English)
* Nothing is converted
* Tablet enclosing
* Installation time: 2-3 minutes
* RIPed by (Dotcom1)

System requirements :

* OS: Microsoft Windows 98 / 2000 / ME / XP
* Processor: Intel Pentium 3 1.0 GHz or equivalent AMD Athlon 1000 +
* Ram: 256 MB
* Video: 3D-graphics adapter with 64 MB memory, compatible with DirectX ® 8.0 (Nvidia ® GeForce ® 3 or better)
* Sound: Sound card compatible with DirectX 8.1
* Free hard drive space: 1.2 GB
* DirectX 9.0c
* keyboard & mouse

Size : 1 GB

Download

http://www.fileserve.com/file/tg2j9NK/Conflict_Desert_Storm_II_Dotcom1.part1.rar
http://www.fileserve.com/file/W5G96fu/Conflict_Desert_Storm_II_Dotcom1.part2.rar
http://www.fileserve.com/file/MeJtjc7/Conflict_Desert_Storm_II_Dotcom1.part3.rar

OR

http://www.filesonic.com/file/1179128864/Conflict_Desert_Storm_II_Dotcom1.part1.rar
http://www.filesonic.com/file/1179133824/Conflict_Desert_Storm_II_Dotcom1.part2.rar
http://www.filesonic.com/file/1179133834/Conflict_Desert_Storm_II_Dotcom1.part3.rar

OR

http://www.uploadstation.com/file/8dv4hYG/Conflict_Desert_Storm_II_Dotcom1.part1.rar
http://www.uploadstation.com/file/VGfwSNK/Conflict_Desert_Storm_II_Dotcom1.part2.rar
http://www.uploadstation.com/file/eRZby8Y/Conflict_Desert_Storm_II_Dotcom1.part3.rar

Golden Trails 2: The Lost Legacy Collectors Edition (PC/2011/Final)

0 comments



Genre: Hidden Object
Developer: DragonsEye Studio
Language: English

Travelback to the 18th century and uncover the secrets of bygone days withGolden Trails 2: The Lost Legacy, a fantastic hidden object adventuregame and the second title in Golden Trails series! This is a specialCollectors Edition release which includes exclusive extras you wontfind in the standard version of the game.
In Golden Trails 2: TheLost Legacy, you play the role of Henry whose Grandfather is accused ofpiracy and condemned to death. Travel four continents, find the shipslogbook and its missing pages to find out the truth about yourgrandfathers past and save his life! Drink a 6 pack with Training! Butthere is much more behind this story¦ Long forgotten legend, lost legacyand love story await!

Scour fantastic locations to find over2000 hidden objects and solve original puzzles as you journey throughthe exotic Maghreb, rainy England, Spain and the legendary islands ofthe Caribbean Sea. Play shooting gallery & puzzle mini-games,collect lost things and earn numerous trophies. Explore intriguingstoryline and meet unique characters, the brightest prototypes of theepoch, in Golden Trails 2: The Lost Legacy!

Size : 307 MB

Download

http://www.filesonic.com/file/1126614471/GT2-TLLCE_nvzdl.com.rar

OR

http://www.filesonic.com/file/1142758971/GT2-TLLCE.rar

OR

http://www.fileserve.com/file/EjtmqDU/GT2-TLLCE_nvzdl.com.rar

OR

http://www.fileserve.com/file/GvjRH4d/GT2-TLLCE.rar

Tales of Maj'Eyal and T-Engine4

0 comments

My greatest desire worst nightmare* is being answered realised! Long have I desired a graphical roguelike that was less savage than IVAN, and a nicer play than the standard 'land in random dungeon, and head off' fare that comes with the likes of Vulture's Eye and Lambda Rogue (trailer) - both good games but just missing something for me.

* These things can swallow days and weeks of a man's life!

The first thing to notice is that TOME4 is gorgeous. It has lavishly detailed sprites and stunning particle effects. Movement is smooth, and the UI is shaping up nicely.

T.O.M.E. is not a new game series and is one of the better roguelikes. It looks like they are merging the depth of a traditional roguelike with the atmosphere of modern graphics in TE4/TOME4 and we are in for a treat if the latest betas are anything to go by.

The last release, TOME4 1.0.0 beta28, was on the 4th of June. It is already a fairly polished experience, with a nice tutorial mode (Charlie approves of tutorials!), good music, and plenty of the aforementioned graphical panache. There are still a few ascii-style sprites but it is still beta, so that's to be expected. (Unless I am wrong and it will be a gorgeous graphics and ascii mix, which would just be a bit odd.)

*waits with baited breath for future releases*

Sigmore Mines 2

0 comments

If you had only one word in which to interest me in a game, the word to choose is "roguelike". I have logged an astounding quantity of time playing roguelike games, including ascending every character class in Nethack, winning Angband with a half-dozen character or so and just basically playing these types of games as much as I can. Nethack, in fact, was the first thing I downloaded on my Droid

FOSS game engines put to great use

0 comments

Disclamer: Yes I am fully aware that the following two game do not have libre media, and that one of them will never have unless they get away from the copyrighted IP!

That said... the following two gems are really nice examples of what can be done with FOSS engines if some skilled artists work with them.. and they are free as in beer too :p

The first one has been mentioned before on FG, and is a Mod for the nice FOSS RTS Megaglest (Did we mention that one had a small new release too?). Annex: Conquer the World, doesn't seem to have it's one website yet (link goes to Moddb), but check out this awesome new video of that game (gives me a nice Starcraft vibe!):


Actually I don't know anything about the media license on this one, and it isn't released yet, but the closed development process makes me doubt we will have much luck in regards to the media (source must be GPL just as Glest), but hey... you never know!

The second one is as previously mentioned a bit tricky in regards to their media, but at least is is all publicly accessible in their SVN, and maybe you can ask if some parts of the media can be free-ed for other projects to use. Ok well which game am I talking about? Well ZEQ2lite ;)
Have a look at this video and I am sure you will recognize the copyrighted IP:


ZEQ2lite, has a longer history of different mods for Quake3, but this new version is based on a highly modified ioQuake3 version and is completely stand alone from Quake3. Not a big fan of the IP otherwise, but it looks nice and has cool effects :)

Oh and one quick last unrelated news... OpenWolf (a fork of Wolf:ET with Xreal renderer... long story) seems to be making some nice progress in updating this awesome (free as in beer but with FOSS code) multiplayer FPS classic, as you can follow here. And the original Xreal project seems to be somewhat alive too and a release is promised soon... looks like some healthy competition is going on there ;)

Nongame: Killer

0 comments

Killer

The Killer is a flash/as3-based nongame. Talking more about it might spoil it so if you're OK with that, there's a discussion going on at TigForums.

The source is "what you want" and hosted on github. Perhaps this could be ported to Haxe/Fixel.

The developer has an interesting "support me" implementation. Exclusive updates and postcards. :)